Add configurable MSAA anti-aliasing, update auth screen and terrain shader

- MSAA: conditional 2-att (off) vs 3-att (on) render pass with auto-resolve
- MSAA: multisampled color+depth images, query max supported sample count
- MSAA: .setMultisample() on all 25+ main-pass pipelines across 17 renderers
- MSAA: recreatePipelines() on every sub-renderer for runtime MSAA changes
- MSAA: Renderer::setMsaaSamples() orchestrates swapchain+pipeline+ImGui rebuild
- MSAA: Anti-Aliasing combo (Off/2x/4x/8x) in Video settings, persisted
- Update auth screen assets and terrain fragment shader
This commit is contained in:
Kelsi 2026-02-22 02:59:24 -08:00
parent 6d213ad49b
commit e12141a673
54 changed files with 2069 additions and 144 deletions

View file

@ -93,6 +93,7 @@ bool SwimEffects::initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayou
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
.setDepthTest(true, false, VK_COMPARE_OP_LESS)
.setColorBlendAttachment(PipelineBuilder::blendAlpha())
.setMultisample(vkCtx->getMsaaSamples())
.setLayout(ripplePipelineLayout)
.setRenderPass(vkCtx->getImGuiRenderPass())
.setDynamicStates(dynamicStates)
@ -136,6 +137,7 @@ bool SwimEffects::initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayou
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
.setDepthTest(true, false, VK_COMPARE_OP_LESS)
.setColorBlendAttachment(PipelineBuilder::blendAlpha())
.setMultisample(vkCtx->getMsaaSamples())
.setLayout(bubblePipelineLayout)
.setRenderPass(vkCtx->getImGuiRenderPass())
.setDynamicStates(dynamicStates)
@ -225,6 +227,100 @@ void SwimEffects::shutdown() {
bubbles.clear();
}
void SwimEffects::recreatePipelines() {
if (!vkCtx) return;
VkDevice device = vkCtx->getDevice();
// Destroy old pipelines (NOT layouts)
if (ripplePipeline != VK_NULL_HANDLE) {
vkDestroyPipeline(device, ripplePipeline, nullptr);
ripplePipeline = VK_NULL_HANDLE;
}
if (bubblePipeline != VK_NULL_HANDLE) {
vkDestroyPipeline(device, bubblePipeline, nullptr);
bubblePipeline = VK_NULL_HANDLE;
}
// Shared vertex input: pos(vec3) + size(float) + alpha(float) = 5 floats
VkVertexInputBindingDescription binding{};
binding.binding = 0;
binding.stride = 5 * sizeof(float);
binding.inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
std::vector<VkVertexInputAttributeDescription> attrs(3);
attrs[0].location = 0;
attrs[0].binding = 0;
attrs[0].format = VK_FORMAT_R32G32B32_SFLOAT;
attrs[0].offset = 0;
attrs[1].location = 1;
attrs[1].binding = 0;
attrs[1].format = VK_FORMAT_R32_SFLOAT;
attrs[1].offset = 3 * sizeof(float);
attrs[2].location = 2;
attrs[2].binding = 0;
attrs[2].format = VK_FORMAT_R32_SFLOAT;
attrs[2].offset = 4 * sizeof(float);
std::vector<VkDynamicState> dynamicStates = {
VK_DYNAMIC_STATE_VIEWPORT,
VK_DYNAMIC_STATE_SCISSOR
};
// ---- Rebuild ripple pipeline ----
{
VkShaderModule vertModule;
vertModule.loadFromFile(device, "assets/shaders/swim_ripple.vert.spv");
VkShaderModule fragModule;
fragModule.loadFromFile(device, "assets/shaders/swim_ripple.frag.spv");
VkPipelineShaderStageCreateInfo vertStage = vertModule.stageInfo(VK_SHADER_STAGE_VERTEX_BIT);
VkPipelineShaderStageCreateInfo fragStage = fragModule.stageInfo(VK_SHADER_STAGE_FRAGMENT_BIT);
ripplePipeline = PipelineBuilder()
.setShaders(vertStage, fragStage)
.setVertexInput({binding}, attrs)
.setTopology(VK_PRIMITIVE_TOPOLOGY_POINT_LIST)
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
.setDepthTest(true, false, VK_COMPARE_OP_LESS)
.setColorBlendAttachment(PipelineBuilder::blendAlpha())
.setMultisample(vkCtx->getMsaaSamples())
.setLayout(ripplePipelineLayout)
.setRenderPass(vkCtx->getImGuiRenderPass())
.setDynamicStates(dynamicStates)
.build(device);
vertModule.destroy();
fragModule.destroy();
}
// ---- Rebuild bubble pipeline ----
{
VkShaderModule vertModule;
vertModule.loadFromFile(device, "assets/shaders/swim_bubble.vert.spv");
VkShaderModule fragModule;
fragModule.loadFromFile(device, "assets/shaders/swim_bubble.frag.spv");
VkPipelineShaderStageCreateInfo vertStage = vertModule.stageInfo(VK_SHADER_STAGE_VERTEX_BIT);
VkPipelineShaderStageCreateInfo fragStage = fragModule.stageInfo(VK_SHADER_STAGE_FRAGMENT_BIT);
bubblePipeline = PipelineBuilder()
.setShaders(vertStage, fragStage)
.setVertexInput({binding}, attrs)
.setTopology(VK_PRIMITIVE_TOPOLOGY_POINT_LIST)
.setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_NONE)
.setDepthTest(true, false, VK_COMPARE_OP_LESS)
.setColorBlendAttachment(PipelineBuilder::blendAlpha())
.setMultisample(vkCtx->getMsaaSamples())
.setLayout(bubblePipelineLayout)
.setRenderPass(vkCtx->getImGuiRenderPass())
.setDynamicStates(dynamicStates)
.build(device);
vertModule.destroy();
fragModule.destroy();
}
}
void SwimEffects::spawnRipple(const glm::vec3& pos, const glm::vec3& moveDir, float waterH) {
if (static_cast<int>(ripples.size()) >= MAX_RIPPLE_PARTICLES) return;